Mutations

Rust and Redemption

Quick Reference: Mutations

If you'd like your setting to include incredible mutations, this section is for you. Why does your game have such mutations? Maybe because of an X factor in some survivors' DNA, inscrutable nanites that have permeated the environment, magical contamination, or multiple different timelines collapsing into one.

Optional Rule: Mutant Descriptor

If a PC wants to play a mutant, they may do so by choosing Mutant as their descriptor. Mutations gained by a character with the Mutant descriptor are always rolled randomly, although you should work with your player to ensure that the resulting PC is one that the player wants to play.

Mutants aren't just mutated humans. Animals and creatures of all kinds could have mutations in your game setting, as noted under Mutated Creatures, Plants, and NPCs. Very rarely, these mutations could make a nonhuman creature more like a human, with opposable thumbs, greater intelligence, and so on.

Beneficial Mutations

The following mutations do not require any visible changes or distinctions in the character. In other words, people who have these mutations are not obviously recognized as mutants. Using beneficial mutations never costs stat Pool points and never requires an action to "activate."
Beneficial Mutations
d100 Beneficial Mutation
01–05 Strengthened Bones
06–10 Improved Circulation
11–15 Improved Musculature
16–20 Improved Nervous System
21–25 Improved Neural Processes
26–30 Thick Hide
31–33 Increased Lung Capacity
34–36 Adhesion Pads
37–39 Slippery Skin
40–45 Telekinetic Shield
46–50 Suggestive Voice
51–53 Processor Dreams
54–60 Poison Immunity
61–65 Disease Immunity
66–70 Fire Resistance
71–75 Cold Resistance
76–80 Psychic Resistance
81–85 Acid Resistance
86–88 Puncture Resistance
89–91 Slicing Resistance
92–94 Bludgeoning Resistance
95–96 No Scent
97–99 Scent
00 Sense Material

Harmful Mutations

Unless noted otherwise, the following mutations are visible and obvious. They offer no benefits, only drawbacks.
Harmful Mutations
d100 Harmful Mutation
01–10 Deformed Leg
11–20 Deformed Face/Appearance
21–30 Deformed Arm/Hand
31–40 Malformed Brain
41–45 Mentally Vulnerable
46–50 Slow and Lumbering
51–60 Sickly
61–63 Horrible Growth
64–66 Useless Limb
67–71 Useless Eye
72–76 Useless Ear
77–84 Weakness in Might
85–92 Weakness in Speed
93–00 Weakness in Intellect

Crippling Mutations

A sixth category exists that might be called crippling or nonviable mutations. PCs never have this kind of mutation. Mutants with nonviable mutations might be born without limbs, with barely functional lungs, without most of their brain, and so on. Such mutations prevent a character from being viable.

Powerful Mutations

The following mutations do not require any visible changes in the character until used. People who have these mutations are not obviously recognized as mutants if they don't use their powers. Using some of these mutations costs stat Pool points. Some are actions.
Powerful Mutations
d100 Powerful Mutation
01–05 Darksight
06–10 No Breath
11–15 No Water
16–20 Chameleon Skin
21–24 Savage Bite
25–26 Gluey Globs
27–30 Face dancing
31–35 Sense oddity
36–40 Stinger in Finger
41–44 Stinger in Elbow
45–47 Spit Needles
48–50 Spit Acid
51–53 Spit Webs
54–59 Filtered Lungs
60–62 Disruptive Field (Electronics)
63–65 Disruptive Field (Flesh)
66–68 Disruptive Field (Thoughts)
69–70 Magnetic Flesh
71–73 Gravity Negation
74–80 Telepathy
81–85 Pyrokinesis
86–90 Telekinesis
91–92 Phase Shifting
93–94 Power Device
95–96 Drain Power
97–99 Regeneration
00 Feed off Pain

Distinctive Mutations

The following mutations involve dramatic physical changes to the character's appearance. People who have these mutations are always recognized as mutants. Using some of these mutations costs stat Pool points. Some are actions.
Distinctive Mutations
d100 Distinctive Mutation
01–02 Extra Eye
03–04 Extra Mouth
05–06 Proboscis
07–09 Snakelike Arm
10–12 Tendrils on Forehead
13–15 Tendrils Instead of Fingers
16–18 Tendrils Instead of Arms
19–21 Tendrils Instead of Eyes
22–24 Tendrils Instead of Legs/Feet
25–26 Roots Instead of Feet
27–29 Scaly Body
30–32 Shaggy Fur
33–35 Covered in Spiny Needles/Spikes
36–38 Quills
39–41 Carapace
42–44 Mirrored Skin
45–47 Chlorophyll
48–50 Covered in Bursting Pods
51–53 Extra Joint in Arms
54–56 Extra Joint in Legs
57–59 Rubbery body
60–62 Spider Legs from Torso
63–65 Extra Arms
66–68 Extra Legs
69–71 Spider Legs
72–74 Spider Eyes
75–77 Snake Tail
78–80 Snake Tail Instead of Legs
81–83 Stinging Tendril
84–86 Eyes on Stalks
87–89 Extra Eyes on Hands/Fingers
90–93 Abnormally Large Head
94–96 Aquatic
97–98 Wings
99–00 Cyborg Arm

Cosmetic Mutations

Cosmetic mutations affect nothing but the appearance of a character. None are so pronounced as to make a character decidedly more or less attractive. They are simply distinguishing alterations.
Cosmetic Mutations
d100 Cosmetic Mutation
01–02 Purple skin
03–04 Green skin
05–06 Red skin
07–08 Yellow skin
09–10 White skin
11–12 Black skin
13–14 Blue skin
15 Purple hair
16 Green hair
17 Red hair
18 Yellow hair
19 White hair
20 Blue hair
21 Striped hair
22 Horns
23 Antlers
24 Extremely hirsute
25 Entirely hairless
26 Scaly skin
27 Leathery skin
28 Transparent skin
29 Skin turns transparent in sunlight
30 Skin changes color in sunlight
31 Very tall
32 Very large
33 Very short
34 Very thin
35 Very long neck
36 Hunched back
37 Long, thin tail
38 Short, broad tail
39 Long arms
40 Short arms
41 Long legs
42 Short legs
43 Bony ridge on face
44 Bony ridge on back
45 Bony ridge on arms
46 Purple eye(s)
47 Red eye(s)
48 Yellow eye(s)
49 White eye(s)
50 Black eye(s)
51 Large eyes
52 Bulbous eyes
53 Two pupils in one eye
54 Large ears
55–56 Pointed ears
57–58 Webbed fingers
59–60 Webbed toes
61–62 Four fingers on each hand
63–64 Six fingers on each hand
65 Long fingers
66 Purple nails
67 Green nails
68 Yellow nails
69 White nails
70 Black nails
71 Blue nails
72 Odd lumps on flesh
73 Useless antennae (like an insect)
74 Extra useless limb
75 Extra useless eye
76 Fleshy frills or useless flagella (small)
77 Useless tendrils (large)
78 Mandibles
79–80 Pointed teeth
81 Tusks
82 Black teeth
83 Red teeth
84 Purple teeth
85 Green teeth
86 Purple lips
87 Green lips
88 Yellow lips
89 White lips
90 Black lips
91 Blue lips
92 Purple spittle
93 Red spittle
94 Yellow spittle
95 White spittle
96 Black spittle
97–98 Distinctive odor
99 Feathers
00 Head crest
Cosmetic Mutations
d100 Cosmetic Mutation
01–02 Purple skin
03–04 Green skin
05–06 Red skin
07–08 Yellow skin
09–10 White skin
11–12 Black skin
13–14 Blue skin
15 Purple hair
16 Green hair
17 Red hair
18 Yellow hair
19 White hair
20 Blue hair
21 Striped hair
22 Horns
23 Antlers
24 Extremely hirsute
25 Entirely hairless
26 Scaly skin
27 Leathery skin
28 Transparent skin
29 Skin turns transparent in sunlight
30 Skin changes color in sunlight
31 Very tall
32 Very large
33 Very short
34 Very thin
35 Very long neck
36 Hunched back
37 Long, thin tail
38 Short, broad tail
39 Long arms
40 Short arms
41 Long legs
42 Short legs
43 Bony ridge on face
44 Bony ridge on back
45 Bony ridge on arms
46 Purple eye(s)
47 Red eye(s)
48 Yellow eye(s)
49 White eye(s)
50 Black eye(s)
Cosmetic Mutations
d100 Cosmetic Mutation
51 Large eyes
52 Bulbous eyes
53 Two pupils in one eye
54 Large ears
55–56 Pointed ears
57–58 Webbed fingers
59–60 Webbed toes
61–62 Four fingers on each hand
63–64 Six fingers on each hand
65 Long fingers
66 Purple nails
67 Green nails
68 Yellow nails
69 White nails
70 Black nails
71 Blue nails
72 Odd lumps on flesh
73 Useless antennae (like an insect)
74 Extra useless limb
75 Extra useless eye
76 Fleshy frills or useless flagella (small)
77 Useless tendrils (large)
78 Mandibles
79–80 Pointed teeth
81 Tusks
82 Black teeth
83 Red teeth
84 Purple teeth
85 Green teeth
86 Purple lips
87 Green lips
88 Yellow lips
89 White lips
90 Black lips
91 Blue lips
92 Purple spittle
93 Red spittle
94 Yellow spittle
95 White spittle
96 Black spittle
97–98 Distinctive odor
99 Feathers
00 Head crest

Mutations by Alphabetical Order

Abnormally Large Head Enabler

Your head is significantly larger than normal, with a bulging forehead and elongated skull. You gain two assets to any task involving knowledge, memory, lore, understanding, and figuring out puzzles.

Acid Resistance Enabler

You have +5 to Armor against damage from acid.

Adhesion Pads Enabler

Your hands and feet have naturally adhesive pads and thus are assets in tasks involving climbing, keeping your footing, or retaining your grip.

Aquatic Enabler

Your body is streamlined and finned, your fingers and toes webbed. You gain two assets in swimming, and you can see perfectly underwater (as if above water). Although you have lungs, you also have gills, so you can breathe underwater.

Bludgeoning Resistance Enabler

You have +2 to Armor against damage from crushing attacks.

Carapace Enabler

You gain +2 to Armor.

Chameleon Skin Enabler

Your skin changes colors as you wish. This is an asset in tasks involving hiding.

Chlorophyll Enabler

You gain nutrients from the sun and don't need to eat or breathe if you have daily exposure to sunlight. Your skin, not surprisingly, is green.

Cold Resistance Enabler

You have +4 to Armor against damage from cold.

Covered in Bursting Pods Enabler

Fruit-like pods grow here and there across your entire body. You can walk and move normally. As your action, you can rupture one pod, creating a burst of color, sound, and odor that dazes all creatures within immediate range on their next turn, hindering their tasks.

Cyborg Arm Enabler

One of your arms is a bulky organo-metallic arm-like living machine. You can project a ray of burning light from the arm at a target within short range as your action, inflicting 4 points of damage. You have no sense of touch with the arm or hand, so you are hindered when attempting physical tasks with that arm/hand and for tasks that require you to use both hands.

Covered in Spiny Needles/Spikes Enabler

Any creature striking you with its body automatically suffers 1 point of damage.

Darksight Enabler

You can see in complete darkness as if it were light.

Deformed Leg Enabler

All movement tasks are hindered.

Deformed Face/Appearance Enabler

All pleasant interaction tasks are hindered.

Deformed Arm/Hand Enabler

All tasks involving the arm or hand are hindered.

Disease immunity Enabler

You are immune to all diseases.

Disruptive Field (Electronics) (2 Intellect points) Action

When you wish it, you disrupt devices within immediate range (no roll needed). All devices operate as if they were 3 levels lower while in range of your field. Devices reduced to level 0 or below do not function.

Disruptive Field (Flesh) (2 Intellect points) Action

When you wish it, you disrupt flesh within immediate range. All creatures within range of your field take 1 point of damage. If you apply a level of Effort to increase the damage rather than affect the difficulty, each target takes 2 additional points of damage. If your attack fails, targets in the area still take 1 point of damage.

Disruptive Field (Thoughts) (1 Intellect point) Action

When you wish it, you disrupt thoughts within immediate range. Intellect actions for all creatures within range are hindered.

Drain Power Action

You can drain the power from an artifact or device, allowing you to regain 1 Intellect point per level of the device. You regain points at the rate of 1 point per round and must give your full concentration to the process each round. The GM determines whether the device is fully drained (likely true of most handheld or smaller devices) or retains some power (likely true of large machines).

Action to initiate; action each round to drain.

Extra Arms Enabler

You have one or two extra arms. They can hold objects, wield weapons, hold a shield, and so on. This mutation does not increase the number of actions you can take in a round or the number of attacks you can attempt.

Extra Eye Enabler

You have an extra eye on your forehead that you normally keep closed, but you can open it in dim light and see as if in bright light, and see in total darkness as if in very dim light.

Extra Eyes on Hands/Fingers Enabler

You can peek around corners without exposing yourself to danger. This is an asset in initiative and all perception tasks. Also roll on the Beneficial Mutations table.

Extra Joint in Arms Enabler

Your arms are long and jointed so that you have two elbows in each. You have a long reach and can strike foes from unexpected angles. This mutation is an asset when making melee attacks. However, you can modify your attacks only by using Speed, not Might.

Extra Joint in Legs Enabler

Your legs are long and jointed so that you have two knees in each. You have a long stride, and this mutation is an asset for all running, climbing, jumping, and balancing tasks. Also roll on the Beneficial Mutations table.

Extra Legs Enabler

You have two extra legs. They are an asset in any task involving running, keeping your feet, and standing your ground. Also roll on the Beneficial Mutations table.

Extra Mouth Enabler

You have an extra mouth on your hand, face, or stomach. This mouth is filled with razor-sharp teeth and, if used to attack, inflicts 3 points of damage. You can also speak with two voices at once.

Eyes on Stalks Enabler

Your eyes are on stalks and can move in any direction, independently of each other. You can peek around corners without exposing yourself to danger. This is an asset in initiative and all perception tasks. Also roll on the Beneficial Mutations table.

Face Dancing Enabler

You can alter your features enough to give you an asset in all tasks involving disguise.

Feed Off Pain Enabler

Any time a creature within immediate range suffers at least 3 points of damage (after Armor subtraction) in one attack, you can restore 1 point to one of your Pools, up to its maximum. You can feed off any creature in this way, whether friend or foe. You never regain more than 1 point per round.

Filtered Lungs Enabler

You have an asset to Might defense rolls against vapors or noxious gases. You can survive in a hostile breathing environment (such as underwater or in a vacuum) for up to ten minutes.

Fire Resistance Enabler

You have +3 to Armor against damage from fire.

Gluey Globs Enabler

You can produce gluey globs at your fingertips. This is an asset in tasks involving climbing or keeping your grip. You can also fling these globs in immediate range, and if they hit, they hinder the target's physical tasks for one round. Enabler to use in a task; action to use as an attack.

Gravity Negation (2 Intellect points) Action

You float slowly into the air. If you concentrate, you can control your movement at half your normal speed; otherwise, you drift with the wind or with any momentum you have gained. This effect lasts for up to ten minutes.

Action to initiate.

Horrible Growth Enabler

A large goiter, immobile tendril, or useless extra eye hangs from your face, hindering all pleasant interactions (with most creatures, particularly humans).

Improved Circulation Enabler

You gain +5 to your Might Pool.

Improved Musculature Enabler

You gain +5 to your Might Pool.

Improved Nervous System Enabler

You gain +5 to your Speed Pool.

Improved Neural Processes Enabler

You gain +5 to your Intellect Pool.

Increased Lung Capacity Enabler

You can hold your breath for five minutes.

Magnetic Flesh Enabler

You attract or repel metal when you desire. Not only do small metal objects cling to you, but this mutation is an asset in tasks involving climbing on metal or keeping your grip on a metal item. This mutation is an asset to Speed defense tasks when being attacked by a metal foe or a foe with a metal weapon.

Malformed Brain Enabler

All memory- or cognitive-related tasks are hindered.

Mentally Vulnerable Enabler

All Intellect defense tasks are hindered.

Mirrored Skin Enabler

You gain +2 to Armor against heat, radiation, lasers, and similar attacks.

No Breath Enabler

You do not need to breathe.

No Scent Enabler

You cannot be tracked or located by scent, and you never have offensive odors.

No Water Enabler

You do not need to drink water to survive.

Phase Shifting (2 Intellect points) Action

You can pass slowly through solid barriers at a rate of 1 inch (3 cm) per round (minimum of one round to pass through the barrier). You can't act (other than moving) or perceive anything until you pass entirely through the barrier. You can't pass through energy barriers.

Poison Immunity Enabler

You are immune to all poisons.

Power Device (1+ Intellect point)

You can charge an artifact or other device (except a cypher) so that it can be used once. The cost is 1 Intellect point plus 1 point per level of the device.

Proboscis Enabler

You have a long, moth-like proboscis instead of a mouth. You can speak, but your voice is ever-so-slightly muffled. You take all your nutrition as a liquid, but you can gain sustenance from most plants by inserting the sharp tip of your proboscis into it. You can also feed on the blood of living (or recently living) creatures. Also roll on the Beneficial Mutations table.

Processor Dreams Enabler

When you sleep, you process information so that after you wake, you have an asset in any Intellect actions held over from the previous day. For example, if you have to determine whether an unknown plant is poisonous, you could "sleep on it" and make the determination the next day with an asset on the action.

Puncture Resistance Enabler

You have +2 to Armor against damage from puncturing attacks.

Psychic Resistance Enabler

You have +3 to Armor against Intellect damage.

Pyrokinesis (1 Intellect point) Action

You can cause a flammable object you can see within immediate range to spontaneously catch fire. If used as an attack, this power inflicts 2 points of damage.

Quills Enabler

You have quills that you can launch from your body to attack a foe within short range. This attack inflicts 4 points of damage, and you never run out of ammo. You can also use this attack in melee. Action

Regeneration Enabler

In addition to regaining points through normal recovery rolls, you regain 1 point to your Might Pool or Speed Pool per hour, regardless of whether you rest, until both Pools are at their maximum.

Roots Instead of Feet Enabler

If you take a minute to burrow your roots into the ground in conjunction with making a recovery roll, add +2 to the points regained from the roll. You can't move from where you rooted for one minute, even if taking what is normally a one-action recovery roll.

Rubbery Body Enabler

Your bluish-grey body is rubbery through and through. You can act normally and can stretch just your arms to reach things within immediate range that would normally require you to move. You can ignore up to 2 points of falling damage. Also roll on the Beneficial Mutations table.

Savage Bite Enabler

Your mouth widens surprisingly, and hidden, pointed teeth emerge when you wish it. You can make a bite attack that inflicts 3 points of damage.

Scaly Body Enabler

You gain +2 to Armor.

Scent Enabler

You can sense creatures, objects, and terrain by scent as well as a normal human can by sight. You can detect scents with that degree of accuracy only in short range, but you can sense strong odors from much farther away (far better than a normal human can). Like a hound, you can track creatures by their scent.

Sense Material Enabler

You can sense the presence of any single substance within short range, although you don't learn details or the precise location. You and the GM should work together to determine the substance: water, iron, plastic, granite, wood, flesh, salt, and so on. You do not need to concentrate to sense the material.

Sense Oddity Action

You can sense the presence of an object or creature possessing fantastic abilities (because of alien technology, transdimensional interference, nanites, or similar) within short range. You do not learn details or the precise location.

Sickly Enabler

All Might defense tasks are hindered.

Shaggy Fur Enabler

You gain +1 to Armor (+2 against damage from cold) and have an asset on stealth tasks.

Slicing Resistance Enabler

You have +2 to Armor against damage from slicing attacks.

Slippery Skin Enabler

You secrete a slippery oil, giving you an asset in any task involving slipping from another's grip, slipping from bonds, squeezing through a small opening, and so on.

Slow and Lumbering Enabler

All Speed defense tasks are hindered.

Snake Tail Enabler

You have a prehensile tail that is 6 feet (2 m) long. It is an asset for all tasks involving grappling or wrestling. The tail can grasp large objects. Also roll on the Beneficial Mutations table.

Snake Tail Instead of Legs Enabler

Instead of legs, you have a snaky tail that is 8 feet (2.5 m) long. You move at the same speed and have an asset for all tasks involving grappling or wrestling. The tail is prehensile enough to grasp large objects. Also roll on the Beneficial Mutations table.

Snakelike Arm Enabler

One of your arms ends in a fanged mouth. You can use it to attack, inflicting 3 points of damage. If you make a second successful attack with the arm, you also inject a poison that inflicts 4 points of Speed damage (ignores Armor). You can't use the snakelike arm for anything other than biting.

Spider Eyes Enabler

Instead of normal eyes, you have a crown of shiny orb-like spider eyes. They provide an asset to initiative and perception tasks. Also roll on the Beneficial Mutations table.

Spider Legs Enabler

Instead of normal legs, you have a wide torso with six or eight spiderlike legs. They are an asset in any task involving running, keeping your feet, standing your ground, and climbing. Also roll on the Beneficial Mutations table.

Spider Legs from Torso Enabler

In addition to your normal limbs, six or eight spiderlike legs, each 6 feet (2 m) long, extend from your sides. They are an asset in any task involving running, keeping your feet, standing your ground, and climbing. Also roll on the Beneficial Mutations table.

Spit Acid Action

You can make an attack with immediate range. You spit a glob of acid that inflicts 2 points of damage.

Spit Webs Action

You can make up to 10 feet (3.5 m) of a strong, ropelike material each day at the rate of about 1 foot (30 cm) per minute. The webbing is level 3. You can also spit globs of webbing in immediate range, and if they hit, the target's physical tasks are hindered for one round.

Spit Needles Action

You can make an attack with immediate range. You spit a needle that inflicts 1 point of damage. If you make a second successful attack roll, the needle also injects a poison that inflicts 4 points of Speed damage (ignores Armor).

Strengthened Bones Enabler

You gain +5 to your Might Pool.

Stinger in Elbow Action

You can make an attack with your elbow that inflicts 2 points of damage. If you make a second successful attack roll, your stinger also injects a poison that inflicts 4 points of Speed damage (ignores Armor).

Stinger in Finger Action

You can make an attack with your hand that inflicts 1 point of damage. If you make a second successful attack roll, your stinger also injects a poison that inflicts 4 points of Speed damage (ignores Armor).

Stinging Tendril Action

You have a prehensile tendril (or tail) that grows from some part of your body and ends in a poisonous stinger. You can make an attack with your stinger that inflicts 2 points of damage. If you make a second successful attack roll, the stinger also injects a poison that inflicts 4 points of Speed damage (ignores Armor). The tendril (or tail) can't be used for anything else.

Suggestive Voice Enabler

Your voice is so perfectly modulated that it is an asset in all interaction tasks.

Telepathy (2 Intellect points) Action

You can speak telepathically with others who are within short range. Communication is two-way, but the other party must be willing and able to communicate. You don't have to see the target, but you must know that it's within range. You can have more than one active contact at once, but you must establish contact with each target individually. Each contact lasts up to ten minutes. In addition to the normal options for using Effort, you can use a level of Effort to increase the duration of contact to a full day.

Action to establish contact.

Telekinesis (2 Intellect points) Action

You can exert force on objects within short range. Once activated, your power has an effective Might Pool of 10, a Might Edge of 1, and an Effort of 2 (approximately equal to the strength of a fit, capable, adult human), and you can use it to move objects, push against objects, and so on. For example, you could lift and pull a light object anywhere within range to yourself or move a heavy object (like a piece of furniture) about 10 feet (3.5 m). This power lacks the fine control to wield a weapon or move objects with much speed, so in most situations, it's not a means of attack. You can't use this ability on your own body. The power lasts for one hour or until its Might Pool is depleted, whichever comes first.

Telekinetic Shield Enabler

You reflexively use telekinesis to ward away attacks, giving you an asset in Speed defense tasks.

Tendrils Instead of Arms Enabler

Your arms are tendrils 6 feet (2 m) long (or only one arm is a tendril, if you prefer). Although you lose the fine manipulative ability of fingers and a thumb, you can still grasp objects, have a much longer reach, and have an asset for all tasks involving grappling or wrestling. Also roll on the Beneficial Mutations table.

Tendrils Instead of Eyes Enabler

You are blind, but each eye socket has a retractable tendril that is 10 feet (3.5 m) long. These tendrils can feel around rapidly to give you a physical sense of everything within immediate range. Further, they can be used to manipulate very light objects, activate controls, and so forth. Also roll on the Beneficial Mutations table.

Tendrils Instead of Fingers Enabler

Your fingers are tendrils 1 foot (30 cm) long. They are an asset to any task involving climbing, grasping, or keeping your grip. Further, you can effectively pick up and hold two objects in each hand rather than one. You can't wield more than one weapon per hand. Also roll on the Beneficial Mutations table.

Tendrils Instead of Legs/Feet Enabler

Your legs or feet are tendrils that are 6 feet (2 m) long (or only one leg or foot is a tendril, if you prefer). You can still walk and move normally, and you have an asset for all tasks involving grappling or wrestling. The tendrils are prehensile enough to grasp large objects. Also roll on the Beneficial Mutations table.

Tendrils on Forehead Enabler

Four to six tendrils, each 1 to 2 feet (30 to 60 cm) long, come out of your forehead. They can grasp and carry anything that your hand could, although a large object would block your field of vision. Also roll on the Beneficial Mutations table.

Thick Hide Enabler

You gain +1 to Armor.

Useless Eye Enabler

One of your eyes is unusable or missing. Tasks specifically involving eyesight (spotting, searching, and so on) are hindered.

Useless Ear Enabler

One of your ears is unusable or missing. Tasks specifically involving hearing are hindered.

Useless Limb Enabler

One of your limbs is unusable or missing.

Weakness in Intellect Enabler

Any time you spend points from your Intellect Pool, the cost is increased by 1 point.

Weakness in Might Enabler

Any time you spend points from your Might Pool, the cost is increased by 1 point.

Weakness in Speed Enabler

Any time you spend points from your Speed Pool, the cost is increased by 1 point.

Wings Enabler

You have feathered or fleshy wings on your back that allow you to glide, carried by the wind. They are not powerful enough to carry you aloft like a bird's wings.